/************************* GAME DATA *************************/ [System.Serializable] public class GameData { public GameCurrencyData gameCurrency; public HealthData healthData; public LevelConfigData levelConfigData; } [System.Serializable] public class GameCurrencyData { public int initialCurrencyToProvide; } [System.Serializable] public class LevelConfigData { public LevelDatas[] levelDatas; } [System.Serializable] public class LevelDatas { public int level; public LevelsInfo levelsInfo; } [System.Serializable] public class HealthData { public int totalLifes; public int singleHealthCurrencyValue; public float timeInSecondsForOneLife; } [System.Serializable] public class LevelsInfo { public int availGoodTypes; public int targetGoodsToLoad; public int currencyToGive; } /************************* USER DATA *************************/ [System.Serializable] public class UserData { public UserCurrencyData userCurrencyData; public UserLevelData userLevelData; public UserHealthData userHealthData; public TimeData timeData; public InGameSoundData soundData; } [System.Serializable] public class TimeData { public string lastPlayedProgressTime; public string lastElapsedSeconds; } [System.Serializable] public class UserCurrencyData { public int attainedCurrency; } [System.Serializable] public class UserLevelData { public int lastUnlockedLevel = 1; public UserLevelDataInfo[] userLevelDataInfo; } [System.Serializable] public class UserHealthData { public bool haveUsedFreeRefill; public int attainedLifes; } [System.Serializable] public class UserLevelDataInfo { public int level; public UserLevelInfo userLevelsInfo; } [System.Serializable] public class UserLevelInfo { public bool unlocked; } [System.Serializable] public class InGameSoundData { public bool gameSoundToggle; }